(ATTACH A SCREENSHOT IF YOU ARE ABLE!) (BONUS: ATTACH A VIDEO OF THE PROBLEM HAPPENING) (ATTACH YOUR DXDIAG IF YOU ARE ENCOUNTERING A TECHNICAL ISSUE) (ATTACH ANY CRASH/GAME LOGS [IF RELEVANT]) @DodoNotDoDo
For anyone having this issue, there is a bit of a workaround you can use. Instead of using an AI Signal condition, you could use an Accumulate Attribute condition. Then in an AI script, instead of using an AI Signal, you can add a resource.
; Signals the AI Signal Value 0.
(defrule
(true)
=>
(set-signal 0)
(disable-self)
)
; Tributes 2197 stone to the AI in lieu of an AI Signal.
(defrule
(true)
=>
(cc-add-resource stone 2197)
(disable-self)
)
If you tribute one of the 4 main resource (i.e. wood, food, gold, stone), then you can use Ctrl+Shift+F[1-9] to swap to that player and check that the resources are set correctly. Just note you may want to use an unused resource, in case the AI needs to use a resource during the scenario.
Since this thread shows up in google search first and it took me a while to find out I am answering my own question.
Since the anniversary update it is possible to do this without workarounds via the Multiplayer AI Signal condition. However in the ai script you need to use the fe-set-signal action instead.
eg:
(fe-set-signal c: 20 c: 1)
where the first param is the signal id, and the 2nd one is enable (1)/disable (0) flag
Strangely this action + condition works in both multiplayer and singleplayer
Thank you for your reply, but due to many reasons, we have given up the production of this scene, and the AI producer no longer playing Age of Empires 2. But thank you very much for letting me know the solution to this problem.
Today I returned to the MOD production of Age of Empires 2, lol.